The target is now able to attack during Wrap's duration, and can act normally. Instead, it inflicts 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. It also traps the target, preventing switching and [[escape]]. If a trapped Pokémon uses {{m|Rapid Spin}}, it will be freed.

+

The target is now able to attack during Wrap's duration, and can act normally. Instead, it inflicts 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. The quote "Enemy <Pokémon> was WRAPPED by <User>!" will appear. It also traps the target, preventing switching and [[escape]]. If a trapped Pokémon uses {{m|Rapid Spin}}, it will be freed.

Effect

Generation I

Wrap inflicts damage for 2-5 turns. There is a 37.5% chance that it will attack for 2 turns, a 37.5% chance that it will attack for 3 turns, a 12.5% chance that it will attack for 4 turns, and a 12.5% chance that it will attack for 5 turns. Though technically only the first attack can critical hit, every attack during the duration will do the same amount of damage. During this turn duration, the target will be unable to attack, and if the user of Wrap attacks before the target when used, the target will be unable to attack during that round as well.

Damage done by Wrap's continuing duration is done after recurrent damage. If the user switches out before the turn duration ends, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, Wrap will automatically be used against the incoming Pokémon, deducting an additional PP from the move. If at such a time Wrap has 0 PP, Wrap will still be used against the incoming Pokémon. After that use, the current PP of Wrap will roll over to 63, and full PP ups will be applied to it.

In Pokémon Stadium, if the target Pokémon switches out before the duration ends Wrap is ended and the user's turn is skipped.

Even if Wrap misses, it will negate the recharge turn normally required for Hyper Beam. Additionally, if the user of Wrap attacks before the user of Hyper Beam during a recharge turn and the use of Wrap misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, Hyper Beam will still be used, and afterwards its current PP will roll over to 63, and full PP ups will be applied to it.

The target will get to select a move during each turn of Wrap's duration, and will attack the player's incoming Pokémon with the selected move if the player decides to switch before the duration is over.

Although Wrap cannot affect Ghost-type Pokémon, it can still make them unable to move.

In Pokémon Stadium, the player gets to select a move during each turn of Wrap's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. Wrap will negate the recharge turn of Hyper Beam only if successful.

Generation II

The target is now able to attack during Wrap's duration, and can act normally. Instead, it inflicts 1/16 of the target's maximum HP as damage for two to five turns upon use, in addition to the damage dealt when it is used. The quote "Enemy <Pokémon> was WRAPPED by <User>!" will appear. It also traps the target, preventing switching and escape. If a trapped Pokémon uses Rapid Spin, it will be freed.

Generation III

The effects of Wrap are the same as in Generation II, but if a wild Pokémon uses Wrap on the player's Pokémon, the player may escape if the affected Pokémon has Run Away or is holding a Smoke Ball. However, these do not allow the player to switch the Pokémon out.

Pokémon Mystery Dungeon

Wrap gives the foe a Wrapped status, and the user a Wrapping status. Both statuses prevent movement and are cured when the foe "regains mobility". A Pokémon that is Wrapped takes 6 damage every two turns. Wrap can be Linked with another move, but if Wrap is the first move in the link, the second move in the link will not be used.

Generation IV

In Generation IV, if the user of Wrap is holding a Grip Claw, the duration will always be 5 turns. Also, if an affected Pokémon is holding a Shed Shell, it can switch out.

Generation V

The accuracy of Wrap changed from 85% to 90%, and lasts four to five turns. If the user is holding a Binding Band, the end turn damage of Wrap will increase from 1/16 to 1/8 of the target's maximum HP. Otherwise, it works as before.

Description

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Games

Description

Traps and squeezes the target over two to five turns. The target cannot move while under attack.

Traps and squeezes the target over two to five turns, making the target unable to move.